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<insert a clever beginning of story here>

Peoples

Dagoria

Dagoria is a mysterious and enigmatic land, a country of dense forests and endless fields; a land whose inhabitants are fearsome in battle yet good-natured at the feast table—a beautiful but simultaneously frightening land.
Dagorians usually live in communities of 20-30 families, and much more rarely in cities. In cities, affairs are typically managed by a council of the most respected citizens; in some cases, the ruler of Dagoria appoints people himself. Royal subordinates periodically visit cities and large villages to collect tribute, but the head of state rarely interferes in the lives of the Dagorians. This people is usually very loyal to the tsar, and they do not need to be under control; nothing bad will happen. In those settlements that are beyond the gaze of the tsar, the priesthood generally plays the dominant role.
Dagorians have a very strong sense of camaraderie and national unity; if a Dagorian does not love his country and does not stand like a rock for his people, then he is not a very proper Dagorian.
Dagorians are also famous for their extraordinary strength and martial skill, before which even Inghelstad bowed.
Strength 10
Endurance 10
Agility 8
Intelligence 8
Will 8
Luck 8
Racial traits:
Bogatyr
+2 to base health per unit of endurance

Volmar

Volmarians are known for their strict rules of etiquette, piety, and asceticism. A Volmarian must be a sincere believer in the Lord, protect the church, defend the weak, love the homeland, be courageous in battle, obey and be loyal to his lord, speak the truth and keep his word, maintain purity of morals, be generous, fight against evil, and protect good. Every inhabitant of the country—from the king to the peasant—strives to adhere to these rules.
The population of Volmar is conventionally divided into five layers: the high nobility (the king and his immediate circle), petty feudals who own small land holdings, landless knights who enter the service of the king or feudals, dependent peasants, and the clergy.
Separate mention should be made of the Order of Paladins, which is simultaneously a political institution, a spiritual order, and a military establishment. Even a peasant can join it, but only if he proves himself to be a worthy person. The Order participates in the political life of the state, strives as much as possible to maintain order in the country, and the knights of the order are the core of the Volmarian army.
Strength 9
Endurance 9
Agility 7
Intelligence 8
Will 11
Luck 8
Racial traits:
Strength of Spirit
Magic resistance +2 per unit of will, +1 to base health per unit of will, +1% damage per unit of will

Vilasund

Vilasundians interpret the commandments of the Creator somewhat differently than Volmarians. Courage and asceticism are not placed first, but rather humanism and spiritual purity. Driven by an altruistic desire to save other people and turn them toward the light, they often send missionaries to other countries.
The head of the Vilasund church is also the head of state. Compared to Volmar, the black clergy in Vilasund is much less common.
Perhaps the government of Vilasund cares for its citizens better than any other state. The level of social inequality in the country is very low, and the standard of living is higher than in other states.
Strength 8
Endurance 8
Agility 8
Intelligence 10
Will 10
Luck 6
Racial traits:
Magical Stability
Mana regeneration outside of combat

Bedingian Empire

A few centuries ago, the empire was a small kingdom that could not be compared to other states. Central authority was extremely weak; numerous feudals split the state into pieces, striving for separation from the government. Everything changed with the rise to power of King Frederick I. He came to power at the age of 24 when the heir to the throne died under mysterious circumstances.
Over a few decades, the new king, and subsequently emperor, increased the territory of the state several times over, carried out economic reform, reorganized the army...
Unfortunately, the emperor's heir did not inherit his father's best qualities, and it is already apparent that the empire is beginning to weaken. Not all inhabitants of the country, especially the nobility, were satisfied with Frederick's policies, and no one knows if the new emperor will be able to preserve the country that his father created with such difficulty.
Strength 9
Endurance 9
Agility 9
Intelligence 9
Will 8
Luck 8
Racial traits:
Learnability
For victory in battle, the character is guaranteed to receive a small amount of EXP.

Liarumians

One of the peoples that suffered from the expansion of Frederick I. However, they were much less lucky—in the war with the Bedingians, they lost almost all of their ancestral lands.
Now small settlements of Liarumians are scattered throughout Bedingia. They terrorize the local population, steal livestock, rape women, and sometimes burn down entire villages. If during the emperor's lifetime they were still restrained, then after his death, sensing the weakness of the new ruler, they seemed to break their chains and the terror turned into a guerrilla war. Suppressing them is very difficult despite their small numbers, poor knowledge of military affairs, and lack of proper weapons. However, the Imperials are not too keen on making peace with a bunch of forest ragamuffins, and the situation only worsens over time.
However, not all Liarumians chose the path of war. Some reconciled themselves to the loss of their homeland and have now become citizens of the Empire, wander the world, become mercenaries, or beg on the streets.
Strength 9
Endurance 9
Agility 11
Intelligence 8
Will 7
Luck 8
Racial traits:
Guerrilla
+25% chance to remain unnoticed; an attack from cover using ranged weapons will automatically deal critical damage

Todalen

In this country, the greatest attention is paid to magical science. Todalenians are naturally talented mages, and unlike most countries, magic here is not condemned but rather supported by the authorities. Only in Todalen are there academies of magic.
In Todalen, there is a clear division into two social layers, membership in which is entirely determined by material wealth. Poor citizens have no rights and are in no way protected from the own whims of the rich. The middle class is absent in the country.
It cannot be said that Todalenians are pleasant people to communicate with. They are arrogant, overconfident, and mercenary.
Strength 7
Endurance 7
Agility 8
Intelligence 11
Will 11
Luck 8
Racial traits:
Science of Sorcery
Intelligence adds +2 to strength and magic resistance per unit

Lerbergs

A people inhabiting the swamps located in the wildest and least explored part of the continent, in the southwest. Lerbergs live isolated from the rest of the world, and savage and cruel customs still prevail among them.
As a rule, swamp dwellers live in small communities numbering five to ten families. The community is ruled by a powerful (or not so powerful, but nonetheless superior to all others in the community) priest or sorcerer, who essentially rules no one, but merely frightens other people in the community that if they do not bring him food and women as gifts (essentially, only these two things are considered values by Lerbergs), he will rain down the wrath of the heavens upon their heads and they will all be swallowed by the swamps. Within the community, debauchery and disorder prevail: swamp dwellers actively practice cannibalism, intra-family marriages, patricide and fratricide (for the title of head of the family), and the use of homemade drugs. Anyone who happens to walk even a few dozen steps into Lerberg territory without drowning in a mire will be killed and eaten. Not all Lerbergs are fond of this, but they cannot escape. However, some still manage to pass through the swamps and reach civilization.
Strength 10
Endurance 11
Agility 11
Intelligence 6
Will 6
Luck 8
Racial traits:
Ferocity
Not subject to penalties when health is below 75%, and is 25% better protected against debuffs of a physical nature.

Chanzjing

One of the most ancient states, located in the northeastern part of the continent. The population is strictly divided into five castes, in increasing order of social standing: peasants, artisans, warriors, clergy, nobility. The clergy is represented mainly by monks living isolated from the world and possesses exceptional rights; in some cases, they even have the right to disobey secular authority. Caste membership is hereditary (with the exception of the clergy; any person whom the monastery abbot deems worthy can enter this caste). Inter-caste marriages are strictly forbidden.
Chanzjingians strive to live isolated from the rest of the world and view strangers very disapprovingly, considering their way of life strange and the strangers themselves as crude barbarians. It should be noted that the level of science and art in the country is indeed quite high.
Strength 8
Endurance 8
Agility 9
Intelligence 10
Will 9
Luck 8
Racial traits:
Gifted
Cost of all skills -2

Inghelstad

A state in the north of the continent. In terms of form of government, it is a monarchy. In theory, power should have been passed by inheritance; however, in practice, after the death of a ruler, a long and bloody strife almost always begins. Every relative of the king, even to the tenth degree, considers it their mandatory duty to get involved in the struggle for power.
Once Inghelstad was the most powerful military power, keeping all civilizations of the center of the continent in fear. Now, due to constant internal strife, it has significantly weakened and lost its positions.
Inghelstadians are famous for their warlike, harsh, and even somewhat wild nature, which is the main cause of the strifes. They simply do not know how to live peacefully and cohesively. The country is fragmented into warring clans, and only in the event of an external threat are they able to unite and forget about their personal ambitions.
Inghelstad is one of the few countries where slavery is legalized.
Strength 10
Endurance 10
Agility 9
Intelligence 7
Will 8
Luck 8
Racial traits:
Hardened
Elemental and poison damage -25%

Sheds

A nomadic people inhabiting the lands between the domains of the Hemnes and the peoples of the center of the continent.
Nomads can obtain means of subsistence from a wide variety of sources—nomadic animal husbandry, various crafts, fishing, hunting, or even looting or military conquests.
Mobility gives nomads a significant advantage in military affairs. Not all states are able to protect border lands from a raid by Sheds, who suddenly appear from the endless steppes and disappear there just as suddenly.
It is mistaken to believe that same-Sheds are several unrelated tribes. The existence of a union of tribes among the Sheds is known, which is a kind of state headed by a leader possessing hereditary power.
Strength 9
Endurance 10
Agility 10
Intelligence 9
Will 7
Luck 8
Racial traits:
Rider
While on a horse, all parameters are increased by 50%

Hemne

A state in the south of the continent, populated by creatures that look like people with lion heads. In terms of form of government, the state is an absolute monarchy. Interestingly, the ruling dynasty of the Hemnes has never been interrupted.
Orders in this country are very strict; for disloyalty to the ruler, murder, or theft, the death penalty is prescribed. Those who commit less serious crimes—for example, idlers or those using alcohol/drugs (use is also considered a crime, although not as severe as distribution)—are sent either into slavery or to the fighting arena. Hemnes are naturally a warlike people, and spectacles such as gladiatorial fights are very much to their liking. By Hemnes standards, if a citizen is useless to the state, then his life holds no particular value.
Such strict orders bring their fruits. Hemne is one of the most powerful and wealthy states in the world.
Strength 11
Endurance 10
Agility 7
Intelligence 7
Will 9
Luck 8
Traits:
Discipline
No chance of critical failure; the spread between minimum and maximum values of damage, attack, and evasion is reduced by 20%

Arifia

The territory of this state lies to the east of Hemne. The conflict between these two states has lasted for many decades.
The harsh climatic conditions of the desert have taught Arifians to live modestly and be content with little; this people is mostly relaxed, non-adventurous, and inclined toward contemplation. However, the elite of same-Arifian society often have different views on life.
About two decades ago, Vilasund missionaries visited Arifia, but despite some support from the authorities, the new faith did not gain widespread popularity.
Strength 9
Endurance 10
Agility 8
Intelligence 8
Will 9
Luck 8
Racial traits:
Peacefulness: all positive actions directed at the character have an effect one and a half times greater

Illithids

A small race of highly developed beings living underground. They are extremely intelligent, constantly exercise their brains, and achieve incredible logical abilities, willpower, and memory capacity. Illithids do not care much for magic; this science is too unstable. They prefer another discipline—psionics. Unlike magic, the abilities of illithids are much more reliable and require neither words, nor gestures, nor dancing with a tambourine.
An illithid is a head, and not just figuratively. In fact, what is on its shoulders is actually the illithid itself, and everything else is... raw material appendage. At the initial stage of their life, an illithid is a small parasitic creature which other illithids keep in a special chamber for some time, where ideal conditions are provided for it.
Then begins the most important stage: find a living humanoid somewhere and implant the larva into its brain through the nose/ear/eye socket. For a couple of months, the body lies in anabiosis and transforms into a form befitting an illithid. At the same time, the larva takes control over all nerve centers of the body. Only a miracle can return the mind and soul of the former owner of the body.
To obtain biological material, illithids trade with surface dwellers, exchanging people (in a couple of places one can perfectly legally sell a criminal or slave to illithids, but as a rule, trade is carried out illegally) for precious minerals, their inventions, and underground mushrooms from which a drug can be made.
Strength 5
Endurance 6
Agility 6
Intelligence 14
Will 13
Luck 8
Racial traits:
-24 MP
Telekinesis
Ability to move objects with the power of thought.
Will Suppression
The character must make a will check, otherwise they will be forced to obey the illithid. If the check is passed, they are paralyzed for one turn.

Ratfolk

Or simply rat-scum. A relatively young race that emerged only a few centuries ago. They were created by illithids who tried to create a race of slaves, as using beings as developed as illithids as labor is inefficient, meaningless, and unnatural.
The creatures turned out not very successful: weak and sickly. But they are own-unpretentious and fast-breeding. These two factors determined the success of ratfolk as a species when, due to the oversight of their masters, they escaped to the surface. At present, they have spread almost throughout the world. Usually, they live in clans, but loners are also found.
Ratfolk prefer to obtain food through gathering (fortunately, things that even a hungry hyena wouldn't covet are suitable for them as food), but if there are many of them, trade, war, and hunting come into play.
The power of the rat leader in the clan is extremely great; he has the right literally to everything that comes to his head, and his orders are obeyed without question. The main means of management is fear, as reckless courage is not characteristic of this people. The rat chief does not shy away from the harshest measures, and they only increase the loyalty of subjects. As long as a rat knows he is being watched, he usually carries out orders quite carefully. But if there is an opportunity, rats flee from their beloved leader, and not only during war. Outcasts settle on the periphery of cities of other races.
Ratfolk clans without central authority usually begin to decay, especially in urban conditions. The reason is most often one: instability toward temptations. Ratfolk easily get hooked on alcohol and other narcotic substances and are lured by gambling.
Strength 6
Endurance 9
Agility 12
Intelligence 12
Will 5
Luck 8
Racial traits:
Strength in Numbers!
If a rat fights on the side having numerical superiority, he receives +35% to damage, accuracy, and evasion.

Werebeasts

Very rare and unusual creatures that change their appearance from human to beast at sunset or sunrise. Most often they turn into predatory mammals, for example, wolves or panthers, but there are also bird-werebeasts, and a couple of times werebeasts turning into insects have been seen.
For long years people exterminated werebeasts, considering them dangerous monsters that eat children and spread diseases and curses. Recently, the attitude toward werebeasts has improved somewhat, but in some places they are still persecuted and killed.
Most werebeasts are loners; only a few live among their own kind, and werebeast settlements almost never number more than a couple of dozen individuals.
Strength 9
Endurance 9
Agility 9
Intelligence 8
Will 9
Luck 8
Racial traits:
Transformation
At sunset/sunrise, the werebeast turns into an animal. At this time all its wounds are healed; if it has less than 0 but more than -10% health units left, it will be resurrected.

Yustads

A people inhabiting the western part of the continent. Once they were the most powerful nation in the world, but after the beginning of the era of men, their state declined and collapsed.
At present, the Yustads have no truly organized state. Each tribe has its own chief, its own customs, and laws. In general, Yustads are a quite harmless people striving for a life of peace and harmony with nature.
Yustads live long and almost do not grow frail. Their average lifespan reaches two hundred years.
Strength 7
Endurance 9
Agility 8
Intelligence 11
Will 10
Luck 8
Racial traits:
Restoration
Health regeneration and removal of all negative effects outside of combat.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
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By order of the moderator, Alex's posts shall be divided.
А, вот почему.

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Mechanics.
Initially, each player has 120 HP. They can spend them on either characteristics or skills. The player's class is determined by the sum of the base costs of the taken skills; additional class skills cost one third more. A player cannot take skills from more than 2 classes.
Characteristics:
Characteristics cost 2 HP
Strength.
Each unit of strength increases damage by 6% for one-handed and throwing weapons, 10% for two-handed, 15% unarmed, and 2% for bows. Strength above 10 does not add damage to short bows, and above 18 to longbows. Additionally, each weapon has a strength requirement. If the character's strength is lower than required, penalties will be applied to damage and accuracy depending on how many units of strength are missing.
Endurance
Each unit of endurance increases the health pool by 10%. When a character's health drops to 75%, 50%, and 25%, penalties are applied. With high endurance, these penalties are significantly reduced.
Agility
Each unit of agility increases evasion and attack by 10. Every 2 units of agility increase speed by 1 unit.
Intelligence
Intelligence determines the character's turn order and affects many skills. Each unit of intelligence increases magical energy by 25.
Will
Each unit of will from 1 – 10 increases magic power and resistance by 5 units. Each unit of will from 10 – 15 increases magic power and resistance by 7 units. Each unit of will from 15 – 25 increases magic power and resistance by 10 units. Each unit of will from 25+ increases magic power and resistance by 15 units. Each unit of will reduces the chance of spell failure by 1%. To clarify: almost every spell has its own failure chance, upon which the spell fails and half of the required mana is consumed. For example, with a base failure chance of 40% and will of 20, casting will fail in 20% of cases.
Luck
Each unit of luck increases crit chance by 2%, evasion and accuracy by 2.

Classes and Skills.


Warrior.

120 health units, ability to use any armor and weapons without penalty.
Parry 1
Grants a chance to parry an enemy strike. Depends on weapon type and agility. Cannot parry more than (agility/5) attacks per round.x8

Parry 2

After parrying, there is a chance (agility x2.5) to perform a counterattack. Counterattack damage for two-handed weapons is reduced by 40%. X8

Fortitude

The endurance effect when calculating wound penalties is doubled. Each point of endurance provides 3 additional health units. X10

Fight to the Last

When a warrior's health drops to zero, they receive additional penalties to evasion, damage, and accuracy, but continue fighting until their health level drops to -50%. X10

Bloodlust

After killing an enemy, the warrior restores 10% health and gains an additional attack with 150% damage.X10

Armor Wearing

Speed penalty is reduced by 50% when using armor and shields. X10

Disarm

Chance (intelligence*1.5) to disarm an enemy. Can be used intelligence/5 times per battle. The move deals no damage.X8

Second Wind

Recharges all moves, restores 15% health, and cancels all physical debuffs. Does not consume a turn. Once per battle.X10

Duelist

In one-on-one combat, hit and evasion chances are doubled X10

Juggernaut

Evasion chance drops to zero, damage increases by 50%, health by 100%. X18

Berserker

+50% damage, parry, block, evasion -50%, damage resistance +20% X14

Defender
+25% to evasion, blocking, parrying, and health. X12

Mobility

After delivering a strike, the character's turn does not end, and they can move some further distance. +3 to speed and initiative. X8

Assault

The character instantly covers the distance to the target (but no more than 50). Once per battle. Not applicable in heavy armor.X14

Critical Strike

+5% crit chance. Critical strikes ignore armor and deal triple damage instead of double.X10

Leader

+4 to accuracy and evasion, +2 to magic resistance, +2% damage per unit of intelligence, +1 to initiative and speed for every 5 units for all allies.X12

Iron Will

Magic resistance x1.5 X10

Combat Master

+25% accuracy, damage, hits, and evasion, +10% crit chance, additional attack for one-handed and pole weapons; if the target's constitution is less than the character's strength, damage increases by 10% per unit of difference, but no more than +100% (for two-handed weapons), can use a one-handed weapon in each hand X24

One-Handed Weapon 1

Additional attack. X14
One-Handed Weapon 2

Additional attack.X18

Two-Handed Weapon 1

+10% crit chance, +25% parrying, +30 accuracy, chance to disable enemy pole weapons (swords) / strength effect is increased by 1.5 times (axes and hammers) X14
Two-Handed Weapon 2

Once per battle, the ability to deal damage to all enemies standing on adjacent cells appears.
Chance to deliver a strike with triple damage (strength+intelligence)X18

Pole Weapon 1

The chance to perform an additional attack before an opponent's strike and deflect it increases by 1.5 times (initially this chance exists for all pole weapons and depends on intelligence and agility), ability to use a light spear with a shield appears. X12
Pole Weapon 2

Additional attack. X16

Shield 1

After deflecting an attack, a shield strike is delivered, dealing 15 damage and having a chance (strength) to paralyze the enemy for 1 turn. The character ends each series of attacks with a shield strike with similar properties. X10
Shield 2

Block chance x1.5 X16

Unarmed Combat
(brass knuckles and gloves are not considered weapons)
1.Accuracy in unarmed combat x2, strike cannot be parried. X6
2.
Additional attackX8
3.
Additional attack X8
4.
Base damage +6 X10

Whirlwind of Strikes

Number of attacks is doubled. X20

Light-Footed

+50% speed and evasion if fighting without armor X8

Stunning Strike

The character delivers a critical strike; the opponent, failing an endurance check against strength, is paralyzed for 2 turns. The character cannot perform other actions in this round except movement. Intelligence/5 times per battle.X8

Mighty Strike
(only with brass knuckles/gloves)
+8 to base damage.X12

Wind Fist
(only completely unarmed)
With each attack, there is a chance (intelligence) to paralyze the enemy for two turns. +10% crit chance. Additional attack. X12

Rogue

90 health units, only ranged, throwing, one-handed weapons and light armor.
Cheat.
Out-of-combat agility x2. X10

Scout.

The character gains the ability to quickly gather information about the nearby territory. X6

Lockpicker

Ability to pick locks appears. Success chance depends on agility and intelligence. X6

Vulture.

Loot is doubled when searching a corpse.X8

Assassin 1

Allows instantly killing a target that does not see the character. Unarmed use only with strength 18 X16

Assassin 2

Allows instantly killing a target that sees the character but does not expect an attack. Success chance depends on agility and intelligence. Cannot be used with bows. Unarmed use only with strength 18 X10

Stealth

Out of combat. Chance to remain unnoticed depends on agility and intelligence. X12

Gambler

Can reroll a failed result (only in gambling games) X6

Trading

The character sells and buys 40% more profitably. X6

Escape

The character instantly leaves the battlefield. X10

Feign Death
After activation in battle, enemies stop paying attention to the character, but they continue to receive half damage from area spells. The character can exit this state at any time; upon deactivating the skill, they receive one additional turn. X8

Backstab
Damage against an opponent bound in melee combat is increased by 30%. X6

Bleeding
Each strike has a chance (intelligence) to inflict a bleeding wound, which removes 5% of the opponent's initial health each turn. Intelligence/4 turns X6

Crippling Strike/Shot

Each strike/shot has a chance (intelligence) to reduce the enemy's agility by 4 and strength by 2. X8

Combat Mastery 1

+3 speed, +10% crit chance.X10

Combat Mastery 2

Allows using a one-handed weapon in each hand. X10

Shooter

90 health units, one-handed, throwing, ranged weapons, light armor.
Snap Shot
Number of attacks x2, damage -20%, crit chance -10%, accuracy -25% X8

Aimed Shot

The character always moves last but gains +25% damage and accuracy, +15% crit chance. If the character has more than one shot, the bonus applies only to the first two X8

Headshot

Instantly kills an enemy, and their head explodes like an overripe watermelon. Shot accuracy -50%. Chance equals intelligence*4. Chance decreases if the opponent wears a helmet. Ability available intelligence/10 times per battle.X12

Firing on the Move

Can move and shoot in one turn (not required for throwing weapons). X14

Crippling Shot

Each shot has a chance (intelligence, doubled for crossbows) to reduce the enemy's agility by 4 and strength by 2. X8

Bow 1

Additional attack/ +25% damage, +20% accuracy, +5% crit chance, +12 range (longbows)X12
Bow 2

+20% to damage and accuracy, +10% crit chance.X12
Bow 3

Additional attack. X14

Beast Hunter

+100% damage to animals and +50% to monsters.X12

Concentration

For one round, all attacks automatically hit and deal critical damage. X12

Crossbow 1

+50% armor penetration. X6
Crossbow 2

+40% accuracy, +20% crit chance. X12
Crossbow 3

+50% initiative, ability to hit multiple targets in a straight line appears, critical strike deals x4 instead of x2 damage and ignores armor. X14

Critical Shot

Automatically deals critical damage, paralyzes the enemy for one turn, ignores armor, target receives -6 agility and -3 strength penalty, additionally removes (intelligence*100%) health. X12

Binding Shot

Each shot has a chance (intelligence*1.5) to paralyze the enemy for 2 turns.X8

Throwing Weapon 1

+20% accuracy, +10% crit chance, +20% damage. X10
Throwing Weapon 2

Additional attack.X12

Specialization: Throwing Spears

+2 range, +30 damage, critical strike has a chance (intelligence*2.5) to instantly kill the enemy.X10

Specialization: Throwing Knives

Additional attack, +1 range, +30% accuracy, +15% crit chance, crit ignores 50% armor.X10

Specialization: Throwing Axes

+10 damage, +5% crit chance, +1 range, additional attack.X8

Mage(class available only for illithids, lerbergs, liarums, dagors, todalens, vilasundians, arifians, ustads and werebeasts).

70 health units, only one-handed weapons and crossbows, only light armor. Cannot take skills from more than two schools of magic. R -- means a resistance roll can be made.
Expert
-10% failure chance for all spells.X10

Magical Power

+30% to magical strength. X10

Destroyer

+50% damage.X16

Quick Mind

Can cast 2 spells per turn. X24

Mental Endurance.

Mana pool +40%. X10.

Blood Magic 1

Health is used for casting instead of mana. Spell cost -75%. Failure chance -30%. Cannot be taken together with Light magic. X10
Blood Magic 2

Spell power +50% when casting using health. Damage +20% X12

Elemental Magic


Fire Magic
Fire Arrow
30+will units of damage, chance (will+intelligence) to ignite the opponent; they will take 15 damage for 3 turns.R. 30. 25%.X6
Fireball
100+will units of damage in a 4x4 area, area can be reduced to 2x2, chance (will+intelligence) to ignite the opponent; they take 30 damage for 4 turns. R. 120. 50%X8
Fire Shield

Selected character gains 100% fire resistance, and the opponent takes 50 units of damage per attack on them and 40 for being on an adjacent cell. 80. 35%.X6
Flaming Weapon

Selected character's weapon deals an additional 20+will units of fire damage. 70. 25%.X8
Fire Wall

A fire wall appears on a section of specified shape with a total area of 10 or fewer cells; passing through it, the opponent takes 80 units of damage, there is a chance (will+intelligence) to ignite the opponent; they take 20 units of damage for 2 turns. R. 50%. 120. X8
Fire Storm

All characters in a 30x30 area take 170+will damage, chance (will+intelligence)*2 to ignite (5% of initial health +20 units of damage for 3 turns). R. 250. 70%. X12
Incineration

Opponent takes 70% damage from initial health +60+will, chance (will+intelligence)*2 to ignite the opponent (10% of initial health for 2 turns). Must approach the opponent closely. R. 250. 70%. X12

Cold Magic

Ice Shield.
Selected character gains 100% resistance to ice magic and 50% resistance to physical damage. 80. 35% X8
Ice Spear

Deals 60 units of damage. R. 25. 30%.X4
Ice Block

Selected character gains full immunity to damage and is paralyzed until someone breaks the block or the caster wishes to release them. R. 120. 60%. X10
Slippery Ground

On a section of specified shape with a total area of 30 or fewer cells, the ground is covered in an ice crust. Each character passing through this section must pass an agility check, otherwise they will be paralyzed for one turn. 100. 45%.X8
Hail

In a 6x6 area, all characters take 80 - 110 damage. 90. 40%. X8
Freeze

Selected character is paralyzed for 4 turns.R. 140. 50%.X8
Frost Breath
Character takes 120 damage and is paralyzed for 1 turn. The next attack on them will deal fivefold damage. If the target was previously affected by "Wave", "Downpour" or "Water Sphere", the paralysis lasts 3 turns and escaping the spell will be twice as difficult. R. 170. 55%. X8

Air Magic

Flight
Selected character gains the ability to fly. Aggressive actions cannot be performed while flying. 50. 30%. X8
Air Barrier

Selected character gains 100% resistance to the air element and a 75% chance to deflect ranged attacks. 70. 35%. X6
Lightning Strike

60+will + 1-200 damage, chance (will+intelligence) to stun the target for 2 turns. R. 150. 45%. X8
Chain Lightning

Same as lightning strike, but hits up to 4 additional hostile targets with damage 40+will+1-100. R. 200. 60% X10
Storm

On a 40x40 area, all characters for 10 turns are subjected to lightning strikes. Cannot be used indoors. R. 260. 65%. X10
Tornado

A vortex unfolds over a rectangular area of 40x7. Characters in the area take 25%-85% damage from their initial health +50-150 and with a chance (will+intelligence)*2 are paralyzed for 1-4 turns. Cannot be used indoors. 300. 75%. X12
Wings of Wind

Mage gains +100% speed and +50% initiative. Passive. X10
Thunder Halo
Selected character's weapon deals an additional 20+will units of electricity damage. 70. 25%. X8

Earth Magic
Stone Skin
Selected character gains 40% resistance to all types of damage. 120. 35%.X8
Rift
Characters in an area of 12x3 of specified shape will be paralyzed for 1 turn if they fail an agility check. If on the next turn they fail a similar check, they take 350 units of damage.220. 60%. X10
Incredible Power

Damage and health of selected character increase by 50%. 160 45%X8
Stone Fist
Deals 70+will units of damage; the target, failing an endurance check, fails their action. R. 80. 35%. X6

Water Magic

Wave
40-140 damage to all in a 20x8 cell area ahead of the caster. If targets fail an endurance check, they are paralyzed for 1 turn. 80. 45%. X8
Deadly Steam

Surrounds enemy with a cloud of hot steam. In the first turn it removes 15% health from initial, in the second 30%, in the third 45%, and on the fourth they die. R. 200. 65%. X12
Water Sphere

Encloses opponent in a water sphere; after endurance/5 turns, they drown and die. The sphere can be destroyed, releasing the prisoner. Can be applied to oneself or allies, then the sphere will not be filled with water from inside and the ability to breathe underwater and ignore pressure appears. R. 70. 45%. X8
Dehydration

Pulls water out of opponent's body. Target receives -50% to strength and agility. Also, the opponent must pass an endurance check, otherwise they die on the spot. R. 140. 60%. X10
Downpour

Gives all allies immunity to ignition effect and gives 50% fire resistance (except "Incineration"). 40. 10%. X4

Light Magic

Healing
1 health unit per 1 mana unit. 35%. X12
Purification
Removes all negative effects, poison and diseases. 80. 40%. X10
Clarity
Removes all negative influences on the mind, gives +100% resistance to these effects. 100. 55%.X10
Blinding Light
Paralyzes enemy for one turn and reduces their accuracy and evasion by 40% for three turns.R. 80. 50%. X8
Resurrection
Revives a recently deceased character with 1 health unit. 350. 75%. X12
Meditation
Fully restores health and magical energy. Out of combat.X8
Shield of Light

Gives immunity to everything for 10 turns; movement is possible, but other actions are not. Used on oneself and all allies. The shield can be removed at any time. 140. 60%. X10

Dark Magic
Corruption
Luck of selected character -40, each action has a failure chance of 25%. In non-combat periods, the spell gains many other interesting effects.R. 100. 50%. X8
Necromancy

Revives a corpse (only fresh) and forces it to serve the caster. The higher the will, the more durable the corpse. 120. 60%.X10
Hand of Death

Selected character dies. R. 200. 70%. X12
Subjugation

Selected target is forced to obey the caster's orders. A resistance check will be rolled every half hour. R. 180. 65%. X12
Life Drain
- 70 health units from selected target, which transfer to the caster; 10 units are added permanently. R. 80. 50%.X8
Destruction

Can be applied directly to an enemy, or to a weapon/shield/armor. When applied to a character, they receive -50% to damage, accuracy and evasion; the item will be destroyed.R. 100. 60%. X8
Horror

Target is paralyzed for one turn, there is a chance (will+intelligence) that they lose their memory, a chance (will+intelligence) that they go insane, and a chance (will+intelligence*1.5) that the paralysis lasts 4 turns. R. 120. 55%. X8
Mind Reading

Can read thoughts of another character. R. 80. 50%. X8
Phylactery

Character moves their soul into a selected item. If they are killed, they continue to exist as a ghost and can possess the body of another character. If the item is destroyed, the ability disappears. X10

Transformation Magic

Monstrous Transformation
Character modifies their body; for example, they can grow wings temporarily or turn a hand into a huge clawed paw. However, for the duration of the skill, the character receives -1 to strength, agility and endurance. 120 60%. X12
Mutability
Physical characteristics can be redistributed; an additional 4 points of physical characteristics are acquired. 80. 30%. X8
Change Appearance

Can take the form of any humanoid creature, including simply changing appearance without taking the form of a specific character. Lasts about an hour. 100. 60%. X12
Transformation 1

Can transform into an animal or inanimate object. 140. 65%. X12
Transformation 2
Can use transformation on other characters. R. 200. 65%. X12
Size Alteration[/B
Allows changing the size of a selected item or character, in either direction. Success chance and duration depend on the item and the percentage change in size. R. 180 X14

Nature Magic

For resistance to nature magic, an endurance roll is made instead of will.
Friend of Nature
Animals do not attack the character and their allies. Passive. X6
King of Nature

Ability to command animals appears. Passive. X6
Creeping Death

A huge number of insects attack a selected enemy; they lose 60 health units each round and have a 40% chance to fail their action. R. 180 50%. X12
Entanglement

Deprives character of the ability to move. 5 turns. R.90 45%. X10
Ent

Can animate a tree (but not too large). 140 60%. X10
Merge with Nature

Mage dissipates physical shell, temporarily moving spirit into surrounding nature, fully controlling every part of it. 200 50%. X12
Meteomancer

Can change the weather. Success chance and cost depend on the complexity of the request. X6
Renewal

Character ages five times slower, does not need water or food, gains +2 to all physical characteristics, health regeneration out of combat, immunity to diseases; poisons act 50% weaker and are removed faster from the body. Passive. X10

Arcane Magic

Invisibility
Out of combat. Aggressive actions cannot be performed. 100. 50%.X10
Phantom

Creates an illusory image of something.100. 45%. X8
Teleportation

Character gains the ability to move out of combat to any previously visited location. 120. 65%. X12
Rest

Plunges target into sleep for 1 hour. R. 100. 50%. X10
Time Stop

Everything in a radius of 50*50 freezes for 4 rounds. 250. 80%.X16
Mage's Eye
Can observe a certain item or character from a distance. 60. 45%. X6

Scholar

70 health units, only one-handed weapons, bows and crossbows, only light armor. The power of all skills (except combat training) depends on intelligence.
Combat Training 1
+25% to accuracy, health units and evasion, chance to parry a strike, can wear medium armor.X8
Combat Training 2

Additional attack/ +15% crit chance, +20 accuracy, +30% armor penetration (crossbow or longbow)X10.

Medic 1

Can use a first aid kit to treat poisons, wounds and diseases. X8
Medic 2

Ability to heal a character whose health has dropped below zero, but not lower than -20%, appears; overall efficiency of the skill is increased. X10
Medic 3
+25% damage to humanoids, +15% crit chance against them, chance (intelligence*1.5) to inflict a bleeding wound, chance (intelligence*1.5) to inflict a crippling injury, +20 to own base health. X16

Toxicologist

Can make poisons and antidotes.X6

Chemist

Can make narcotics.X8

Alchemist

Can make potions with various effects. At the start, character knows intelligence/5 potions. The player chooses which ones. X14

Inventor

Can manufacture many different devices. At the start, there are intelligence/6 blueprints.X12

Archaeologist

Character gains the ability to conduct research in specific places, identify items as well as their cost. Also gives the ability to speak other languages. X12

Zoologist

Knowledge of wild animal habits, ability to recognize their tracks. Deals +50% damage to animals personally, group deals +25%. X6

Botanist

Can identify plants used for potions, narcotics, poisons or in raw form. X8

Monstrologist

Character can determine abilities and characteristics of various creatures that cannot be classified as humanoids or animals. Deals +50% damage to monsters personally, group deals +25%.X10

Blacksmith 1

Can repair armor and weapons. X4
Blacksmith 2

Can create and improve weapons and armor. Forge required. X10
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
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Nada dilitsa.
А, вот почему.

??+⛓️♿=?
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The Creator God loves the trinity.
А, вот почему.

??+⛓️♿=?
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And another spare one.
Nationality:
Liarumians
Partisan
+25% chance to remain undetected; attacking from cover using ranged weapons will automatically deal critical damage

Characteristics:
Strength: 9
Endurance: 9
Agility: 25
Intelligence: 14
Will: 14
Luck: 9 (8)

Skills:
Rogue

Swindler.
Out-of-combat Agility x2. X10
Scout.

The character gains the ability to quickly gather information about the surrounding area. X6
Lockpicker

Ability to pick locks appears. Success chance depends on agility and intelligence. X6
Stealth

Out of combat. Chance to remain undetected depends on agility and intelligence. X12
Trading

The character buys and sells 40% more profitably. X6
Escape

The character instantly leaves the battlefield. X10

Mage

Transformation Magic
Transformation 1
Can transform into an animal or an inanimate object. 140. 51%. X16

Equipment:
Dagger
Base damage: 16-20
Critical hit chance: x1.3
Parry modifier (attack): 0.7
Parry modifier (defense): 0.5
Durability: 80
Special properties:
Additional attack
Evasion +10%
Initiative +1
Crit damage +65%
Strength effect reduced by half

Knife
Base damage: 10-14
Critical hit chance: x1.1
Parry modifier (attack): 0.5
Parry modifier (defense): 0.2
Durability: 90
Special properties:
Additional attack
Strength effect reduced by half

Wooden Bird
+1 to luck
If the character attempts to transform into a bird, the failure chance is reduced by 5%, and the amount of mana spent is reduced by 20 units.

Gold coins, 26

Combat stats (dagger):
Health: 171
Magical energy: 350
Magic power: 78
Magic resistance: 78
Damage: 20-25
Crit chance: 23%
Accuracy: 268
Evasion: 293
Parry accuracy (attack): 372
Parry accuracy (defense): 0
Speed: 13
Initiative: 15
Nationality:
Dagoria
Bogatyr
+2 to base health per unit of endurance

Characteristics:
Strength 14
Endurance 20
Agility 15
Intelligence 8
Will 8
Luck 8

Skills:
Warrior

Parry 1
A chance to parry an enemy strike is acquired. Depends on weapon type and agility. Cannot parry more than (agility/5) attacks per round. x8

Juggernaut
Evasion chance drops to zero, damage increases by 50%, health by 100%. X18

Defender
+25% to evasion, blocking, parrying, and health. X12

Shield 1
After reflecting an attack, a shield strike is delivered, dealing 15 damage and having a chance (strength) to paralyze the enemy for 1 turn. The character ends every series of attacks with a shield strike with similar properties. X10
Shield 2
Block chance x1.5 X16


Scholar

Blacksmith 1
Can repair armor and weapons. X5
Blacksmith 2
Can create and upgrade weapons and armor. Forge required. X13

Equipment:

Smithing Hammer
Base damage: 40-50
Critical hit chance: x1
Parry modifier (attack): 0.7
Parry modifier (defense): 0.4
Required strength: 18
Durability: 35
Special properties:
-1 to initiative
Ignores 50% armor

Chain-Plate Armor
Armor type: heavy
Damage resistance: --
Damage ignore: 45
Speed penalty: 35% (3)
Evasion penalty: 35%
Durability: 1000

Triangular Shield
Block chance: 25+agility%
Ranged attack reflection chance: 35%
Durability: 900

Gold coins, 7

Silver coins, 34
Combat stats
Health: 1200
Magical energy: 200
Magic power: 40
Magic resistance: 40
Damage: 88-110
Crit chance: 16%
Crit damage: 198
Accuracy: 120
Evasion: 0
Blocking: 75%
Parry accuracy (attack): 156
Parry accuracy (defense): 60
Speed: 5
Initiative: 7
Nationality:
Todalen
Science of Sorcery
Intelligence adds +2 to magic power and resistance per unit

Characteristics:
Strength: 7
Endurance: 7
Agility: 8
Intelligence: 26
Will: 25
Luck: 8

Skills:
Mage

Expert
-10% failure chance for all spells. X10
Mental Endurance

Mana pool +40%. X10

Light Magic
Healing
1 hp per 1 mana unit. X12

Meditation
Fully restores health and magical energy. Out of combat. X8

Dark Magic
Subjugation
The selected target is forced to obey the sorcerer's orders. A resistance check will be rolled every half hour. R. 180. 20%. X12

Necromancer
Animates a corpse (fresh only) and forces it to serve the sorcerer. The higher the will, the more durable the corpse. 120. 15%. X10

Equipment:
Travel junk

Torture tools

Gold coins, 31

Amulet of Magic Power
+25% to magic power and spell damage, +25% to magical energy and -10% to spell failure chance

Combat stats
Health: 119
Magical energy: 1138
Magic power: 328
Magic resistance: 262
Damage: 10
Crit chance: 16%
Crit damage: 20
Accuracy: 80
Evasion: 80
Parry accuracy (attack): 160
Parry accuracy (defense): 0
Speed: 4
Initiative: 26
Nationality:
Werewolf
Transformation
At sunset, the werewolf transforms into an animal. All wounds are healed in the process; if they have less than 0 but more than -10% health units remaining, they will be resurrected.


Characteristics:
Strength: 9
Endurance: 9
Agility: 9
Intelligence: 15
Will: 15
Luck: 8

Skills:
Mage

Expert
-10% failure chance for all spells. X10

Dark Magic
Blight
The selected character's luck is -40, and every action has a 25% failure chance. During non-combat periods, the spell gains many other interesting effects.R. 100. 25%. X8

Necromancer

Animates a corpse (fresh only) and forces it to serve the sorcerer. The higher the will, the more durable the corpse. 120. 35%.X10

Hand of Death

The selected character dies. R. 200. 45%.X12

Life Drain
- 70 health units from the selected target, which are transferred to the caster; 10 units are added permanently. R. 80. 25%.X8

Horror

The target is paralyzed for one turn; there is a chance (will+intelligence) that it will lose its memory, a chance (will+intelligence) that it will go insane, and a chance (will+intelligence*1.5) that the paralysis will last 4 turns. R. 120. 30%. X8

Mind Reading

Allows reading the thoughts of another character. R. 80. 25%. X8

Scholar

Alchemist
Can create potions with a wide variety of effects. At the start, the character knows intelligence/5 potions. The player chooses which ones. X19
Ailment Cure Potion
Rids of all diseases and poisons
Ingredients:
Adder venom
White rat tail
Tincture of auvia blossoms (plant is common in the central region, alcohol quality has no significant effect on the potion's efficacy)
Dried olid mushroom (grows in coniferous forests)
Heroic Brew
For approximately one day: +5 to strength and endurance, no penalties when health is below 50%, +25% resistance to physical debuffs, unlimited own masculine power
Permanently and once: +1 to strength and endurance
Ingredients:
Crushed bear bones
Walnut kernels
Goat blood
Oak bark
Barley grains

Love Potion
The one who drinks the beverage will fall in love with the first person they meet; in combination with own submission or by using body parts, a specific person can be designated.
Ingredients
Pollinated bog-myrtle flowers
Elderberry juice
Vegetable oil
Cobweb
Spruce resin
Botanist
Can identify plants used for potions, drugs, poisons, or in raw form. X11

Equipment:
Sacrificial Dagger
Base damage: 14
Critical hit chance: x1.3
Parry modifier (attack): 0.7
Parry modifier (defense): 0.5
Durability: 80
Special properties:
Additional attack
Crit damage +50%
Strength effect reduced by 1.5 times

Ailment Cure Potion

Heroic Brew

Ancient Tome
Can learn dark magic skills when own HP is free

Birch bark and a piece of charcoal for notes

Earrings with coral imitation

Velvet choker with a ruby bat pendant

Gold coins, 12

Ingredients:
White rat tail
Tincture of auvia blossoms (plant is common in the central region, alcohol quality has no significant effect on the potion's efficacy)
Dried olid mushroom (grows in coniferous forests)
Crushed bear bones
Walnut kernels
Elderberry juice
Combat Parameters
Health: 133
Magical energy: 375
Magic power: 85
Magic resistance: 85
Damage: 19
Crit chance: 21%
Crit damage: 57
Accuracy: 90
Evasion: 90
Parry accuracy (attack): 117
Parry accuracy (defense): 0
Speed: 5
Initiative: 15

Nationality:
Werewolf
Transformation
At sunset, the werewolf transforms into an animal. All its wounds are healed; if it has less than 0 but more than -10% health units remaining, it will be resurrected.

Characteristics:
Strength 17
Endurance 19
Agility 18
Intelligence 8
Will 9
Luck 8

Skills
Warrior

Parrying 1
Grants a chance to parry an enemy strike. Depends on weapon type and agility. Cannot parry more than (agility/5) attacks per round. X8

Fortitude
The endurance effect when calculating wound penalties is doubled. Each point of endurance provides 3 additional health units. X10

Mobility
After delivering a strike, the character's turn does not end and they can move some further distance. +3 to speed and initiative. X8

Combat Master
+25% to accuracy, damage, hits, and evasion, +10% crit chance, additional attack for one-handed and pole weapons; if the target's constitution is lower than the character's strength, damage increases by 10% per unit of difference, but not more than +100% (for two-handed weapons), can use a one-handed weapon in each hand X24

One-Handed Weaponry 1
Additional attack. X14

Mage

Renewal
The character ages five times slower, does not need water or food, gains +2 to all physical characteristics, health regeneration outside of combat, immunity to diseases; poisons are 50% weaker and are removed from the body faster. Passive. X13

Equipment:

Broadsword
Base damage: 32-38
Critical hit chance: x1
Parry modifier (attack): 1
Parry modifier (defense): 1.1
Required strength: 16
Durability: 50
Special properties:
--

Francisca
Base damage: 38-40
Critical hit chance: x1
Parry modifier (attack): 0.9
Parry modifier (defense): 0.5
Required strength: 16
Durability: 50
Special properties:
Ignores 15% armor

Leather Armor
Armor type: light
Damage resistance: 10% (not more than 12 units)
Damage ignore: --
Speed penalty: --
Evasion penalty: --
Durability: 200

Gold coins, 8

Silver coins, 27

Combat Parameters:
Health: 492
Magical energy: 200
Magic power: 45
Magic resistance: 45
Damage: 96-101x3 + 60-71x2
Crit chance: 16%
Accuracy: 225
Evasion: 225
Parry accuracy (attack): 247/225
Parry accuracy (defense): 180
Speed: 12
Initiative: 11
Nationality:
Todalen
Science of Sorcery
Intelligence adds +2 to magic power and resistance per unit

Characteristics:
Strength: 7
Endurance: 12
Agility: 8
Intelligence: 11
Will: 25
Luck: 8

Skills:
Mage


Destroyer
+50% to damage.X16

Quick Mind

Can cast 2 spells per turn. X24

Blood Magic 1

Health is used for casting instead of mana. Spell cost -75%. Failure chance -30%. Cannot be taken together with Light magic.X10

Elemental Magic
Cold Magic
Ice Shield.
The selected character gains 100% resistance to ice magic and 50% resistance to physical damage. 20. X8
Freeze

The selected character is paralyzed for 4 turns.R. 35.X8

Earth Magic
Stone Skin
The selected character gains 40% resistance to all types of damage. 30.X8

Dark Magic
Life Drain
- 105 health units from the selected target, which are transferred to the caster; 10 units are added permanently. R. 20. X8

Equipment:
Dagger
Base damage: 16-20
Critical hit chance: x1.3
Parry modifier (attack): 0.7
Parry modifier (defense): 0.5
Durability: 80
Special properties:
Additional attack
Evasion +10%
Initiative +1
Crit damage +65%
Strength effect reduced by two times

Todalen Leather Armor
Armor type: light
Damage resistance: 12% (not more than 15 units)
Damage ignore: --
Speed penalty: --
Evasion penalty: --
Durability: 2000

Travel Junk

Gold coins, 68

Combat Parameters
Health: 154
Magical energy: 275
Magic power: 232
Magic resistance: 232
Damage: 19-24
Crit chance: 21%
Crit damage: 63-79
Accuracy: 80
Evasion: 80
Parry accuracy (attack): 104
Parry accuracy (defense): 0
Speed: 4
Initiative: 11
Nationality:
Illithids
-24 OP
Telekinesis
Ability to move objects with the power of thought.
Will Suppression
The character must make a will check, otherwise they will be forced to obey the illithid. If the check is passed, they are paralyzed for one turn.

Characteristics:
Strength: 7
Endurance: 8
Agility: 8
Intelligence: 20
Will: 23
Luck: 8

Skills:
Scholar


Chemist
Can create drugs. X8
Mana Extract:
A small piece of paper is soaked in the finished solution, then dried and placed on the tongue at the necessary moment; the user experiences colorful harmless hallucinations for some time, losing touch with reality and enjoying a surge of spiritual power. Addiction occurs after approximately 4 doses.
Reaction Powder:
Absorbed by any mucous membrane, e.g., intranasally; duration is about an hour; during this time the target gains +10 to agility, +10 to intelligence, +25% magic power; for about three hours after the effect ends -2 to all physical characteristics; addiction occurs on average after 3 doses.
Fortitude Pills
Taken internally, effect begins within a minute and lasts about an hour and a half; during this time the character gains +10 to strength and 25% damage resistance; addiction can occur after approximately 7 doses, but frequent use will weaken the body on its own.
Paralyzing Agent:
A liquid preparation administered by injection; causes severe muscle spasms and completely paralyzes the affected organism.

Alchemist
Can create potions with a wide variety of effects. At the start, the character knows intelligence/5 potions. The player chooses which ones. X14
Levitation Potion
Allows flying for about 3 hours.
Ingredients:
Mercury
Ten adult fleas
Wild bird chick feather
Borzava bark (tree grows in the northwest)
Calrigucyte powder

Invisibility Potion
Makes the character invisible for approximately half an hour.
Ingredients:
Cat fur
Octopus ink
Rotten garlic
Fir needles
Fish eyes

Living Being Detection Potion
Can determine the location of other living beings, including through walls; can roughly identify the creature; lasts about an hour.
Ingredients:
Wasp sting
Rowan juice
Predator meat broth
Chuveret mushroom (grows in slightly swampy mixed forests)
Bird brain (any)

Elemental Jar
When thrown, deals 1-120 fire, ice, and lightning damage in a 5x5 area.
Ingredients:
Tobacco
Mage blood
Volcanic ash
Tso-Ko stone powder

Inventor
Can manufacture many different devices. At the start, there are intelligence/6 blueprints. X12
Mustard Gas
Spreads quickly; all characters in the area of effect are paralyzed for one turn, with a 50% probability they fail their action, and take 30 damage each turn; effects change depending on gas concentration.

Smoke Bomb
All characters in a 20x20 area are forced to act blindly

"Devastator 10,000"
Mini-cannon, fires once every two turns, deals 270 units of damage in a 2x2 area; accuracy depends on intelligence.

Botanist
Can identify plants used for potions, drugs, poisons, or in raw form. X8

Mage


Elemental Magic
Earth Magic
Deals 93 units of damage; the target, failing an endurance check, fails their action. R.80. 12%. X8

Nature Magic
Renewal
The character ages five times slower, does not need water or food, gains +2 to all physical characteristics, health regeneration outside of combat, immunity to diseases; poisons are 50% weaker and are removed from the body faster. Passive. X13

Equipment:
Airtight container with a brood of illithid larvae in own same hibernation

Hand telescope

Chronometer

Mini-laboratory

Tool kit

Gas mask

Smoke bomb x2

Mustard gas bomb

Mana extract x2

Fortitude pills

Paralyzing agent

Levitation potion

Elemental jar

Ingredients:
Mercury
Wild bird chick feather
Calrigucyte powder
Octopus ink
Rotten garlic
Wasp sting
Chuveret mushroom (grows in slightly swampy mixed forests)
Volcanic ash
Tso-Ko stone powder

Injection gun
Accuracy: 100

Wand
Base damage: 20
Critical hit chance: x1
Parry modifier (attack): 1
Parry modifier (defense): 1
Durability: 80
Special properties:
--

Leather Armor
Armor type: light
Damage resistance: 10% (not more than 12 units)
Damage ignore: --
Speed penalty: --
Evasion penalty: --
Durability: 200

Combat Parameters
Health: 126
Magical energy: 500
Magic power: 180
Magic resistance: 180
Damage: 28
Crit chance: 16%
Crit damage: 56
Accuracy: 80
Evasion: 80
Parry accuracy (attack): 80
Parry accuracy (defense): 0
Speed: 4
Initiative: 20Nationality:
Ratfolk
Strength in numbers!
If the ratman fights on a side with numerical superiority, he gains +35% to damage, accuracy, and evasion.

Characteristics:
Strength: 12
Endurance: 12
Agility: 12
Intelligence: 15
Will: 5
Luck: 8

Skills:
Rogue

Assassin 1
Allows instantly killing a target that does not see the character. Without weapons, can only be used with strength 18 X16

Assassin 2

Allows instantly killing a target that sees the character but does not expect an attack. Success chance depends on agility and intelligence. Cannot be used with bows. Without weapons, can only be used with strength 18 X10

Stealth

Outside of combat. Chance to remain unnoticed depends on agility and intelligence. X12

Gambler

Can reroll a failed result (only in gambling games) X6

Trading

The character sells and buys 40% more profitably. X6

Feign Death
After activation in combat, enemies stop paying attention to the character, but they continue to receive half damage from area-of-effect spells. The character can exit this state at any time; upon deactivation of the skill, they receive one additional turn. X8

Bleeding
Each strike has a 15% chance to inflict a bleeding wound, which removes 5% of the opponent's initial health each turn for 4 turns. X6

Crippling Strike/Shot

Each strike/shot has a 15% chance to reduce the enemy's agility by 4 and strength by 2. X8

Scholar

Medic 1
Can use a first-aid kit to treat poisons, wounds, and diseases. X11
Medic 2

Ability to heal a character whose health has dropped below zero, but not less than -20%; overall effectiveness of the skill is increased. X13

Equipment:
Short sword
Base damage: 20-28
Critical hit chance: x1
Parry modifier (attack): 0.9
Parry modifier (defense): 0.7
Durability: 80
Special properties:
Additional attack
Evasion +10%

Leather Armor
Armor type: light
Damage resistance: 12% (not more than 12 units)
Damage ignore: --
Speed penalty: --
Evasion penalty: --
Durability: 90

Dagger
Base damage: 16-20
Critical hit chance: x1.3
Parry modifier (attack): 0.7
Parry modifier (defense): 0.5
Durability: 80
Special properties:
Additional attack
Evasion +10%
Initiative +1
Crit damage +65%
Strength effect reduced by 1.5 times

First-aid kit
Restores 100% health (1 time), restores 60% health (unlimited use), treats poisons and diseases.

Gold coins, 4

Silver coins, 30

Combat Parameters (sword)
Health: 198
Magical energy: 375
Magic power: 25
Magic resistance: 25
Damage: 34-48
Crit chance: 16%
Crit damage: 82
Accuracy: 120
Evasion: 120
Parry accuracy (attack): 132
Parry accuracy (defense): 0
Speed: 6
Initiative: 15

Nationality:
Ratfolk
Strength in numbers!
If the ratman fights on a side with numerical superiority, he gains +35% to damage, accuracy, and evasion.

Characteristics:
Strength: 6
Endurance: 10
Agility: 12
Intelligence: 14
Will: 20
Luck: 9 (8)

Mage

Expert
-10% failure chance for all spells. X10

Transformation Magic
Monstrous Transformation
The character modifies their body; they can, for example, grow wings temporarily or turn a hand into a huge clawed paw. However, during the skill's duration, the character receives -1 to strength, agility, and endurance. 120 30%. X12
Change Appearance
Can take the form of any humanoid creature; can also simply change appearance without taking the form of a specific character. Lasts about an hour. 100. 30%. X12
Transformation 1
Can transform into an animal or inanimate object. 140. 35%. X12

Rogue
Assassin 1
Allows instantly killing a target that does not see the character. Without weapons, can only be used with strength 18 X21
Backstab
Damage to an opponent engaged in melee combat is increased by 30%.X6
Bleeding
Each strike has a 14% chance to inflict a bleeding wound, which removes 5% of the opponent's initial health each turn for 4 turns X8

Equipment:

Ratfolk Leather Armor
Armor type: light
Damage resistance: 10% (not more than 12 units)
Damage ignore: --
Speed penalty: --
Evasion penalty: --
Durability: 150

Smoke bomb

Mana extract

Fortitude pill

Myotoxic poison
Reduces all physical characteristics of the enemy by 1 every 2 turns.

Reaction powder

Gold ring

Light crossbow
Base damage: 50
Critical hit chance: x1
Durability: 100
Special properties:
Initiative +2
Ignores 10% armor

Dagger
Base damage: 16-20
Critical hit chance: x1.3
Parry modifier (attack): 0.7
Parry modifier (defense): 0.5
Durability: 80
Special properties:
Additional attack
Evasion +10%
Initiative +1
Crit damage +65%
Strength effect reduced by 1.5 times

Sorcerer's Amulet
+1 to luck, +15 to magic power

Combat Parameters (crossbow)
Health: 140
Magical energy: 350
Magic power: 155
Magic resistance: 135
Damage: 50
Crit chance: 18%
Crit damage: 110
Accuracy: 120
Evasion: 120
Parry accuracy (attack): 0
Parry accuracy (defense): 0
Speed: 6
Initiative: 16
Nationality:
Liarumians
Partisan
+25% to chance of remaining unnoticed; attack from cover using ranged weapons will automatically deal critical damage

Characteristics:
Strength: 12
Endurance: 13
Agility: 28
Intelligence: 8
Will: 7
Luck: 8

Skills:
Shooter

Snap Shooting
Number of attacks x2, damage -20%, crit chance -10%, accuracy -25%X8

Firing on the Move

Can move and shoot in one turn (not required for throwing weapons).X14

Bow 1
Additional attack/ +25% damage, +20% accuracy, +5% crit chance, +12 range (longbows)X12
Bow 2

+20% to damage and accuracy, +10% crit chance. X12
Bow 3

Additional attack. X14

Concentration

For one round all attacks automatically hit and deal critical damage. X12

Equipment:
Green hooded cloak
Forest camouflage bonus +20%

Quilted Armor
Armor type: light
Damage resistance: 5% (not more than 10 units), +5% crushing resistance (not more than 15 units)
Damage ignore: --
Speed penalty: --
Evasion penalty: --
Durability: 100

High-quality longbow
Base damage: 50-60
Critical hit chance: x1.1
Durability: 120
Range: 40

Travel gear

Gold coins, 24

Dagger
Base damage: 16-20
Critical hit chance: x1.3
Parry modifier (attack): 0.7
Parry modifier (defense): 0.5
Durability: 80
Special properties:
Additional attack
Evasion +10%
Initiative +1
Crit damage +65%
Strength effect reduced by 1.5 times

Combat Parameters:
Combat Parameters
Health: 198
Magical energy: 200
Magic power: 35
Magic resistance: 35
Damage: 85-102x4
Crit chance: 19%
Accuracy: 302
Evasion: 280
Speed: 14
Initiative: 8














E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
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Oh, I started drawing my map just in time.
А, вот почему.

??+⛓️♿=?
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Everything is fine, except for the name. It sounds awful.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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I don't know yet which unit I'll be creating, I was thinking of a knight or a rogue, but I'll probably wait and see what the others choose. Of course, if someone else hasn't already claimed one of those in the chat.

Whatever
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Give the rat a drink, make Arza happy.
А, вот почему.

??+⛓️♿=?
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I don't like rats.

Whatever
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Well, I've pretty much written everything. A strong and fast werewolf (berserker). I'll probably transform into a reptile, but I'll see...
 

К А
Стикеры GBF в Telegram
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I'm definitely going to play a mage focused on dealing damage. As for the race, I'll choose either a werewolf or a toadling. Most likely, the latter. I don't want to turn my experience points into a zoo.
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Well, if needed, I already posted it in the general thread, you know, the verket-necrophile.
А, вот почему.

??+⛓️♿=?

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